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content:official:rules:personal_damage [2017/07/26 22:58] curufeacontent:official:rules:personal_damage [2017/11/05 00:43] (current) curufea
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 ====== Personal Damage ====== ====== Personal Damage ======
 +| << [[Character Movement]] << ^ [[Table of Contents]] | >> [[Profession]] >> |
  
 Whenever a character suffers personal damage, they  Whenever a character suffers personal damage, they 
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 Anything other than drugs that mitigates damage is  Anything other than drugs that mitigates damage is 
 counted as Damage Reduction. This includes but is  counted as Damage Reduction. This includes but is 
-not limited to: Special Abilities, Armor, and Species  +not limited to: [[Special Abilities]][[..:equipment:Armor]], and [[..:races:start|Species  
-Abilities. Some abilities or weapons allow the +Abilities]]. Some abilities or weapons allow the 
 attacker to ignore Damage Reduction as listed in their  attacker to ignore Damage Reduction as listed in their 
 descriptions. descriptions.
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 A character whose damage exceeds their Hit Points by  A character whose damage exceeds their Hit Points by 
 6 or more is dying. They will not recover unless they  6 or more is dying. They will not recover unless they 
-are treated in a Sick Bay (page 141). If there is no Sick +are treated in a [[..:modules:Sick Bay]] (page 141). If there is no Sick 
 Bay in the Scenario, the character is just dead. Bay in the Scenario, the character is just dead.
  
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 Athletics check of 11 to resist the unsupported Life  Athletics check of 11 to resist the unsupported Life 
 Support damage they receive at the end of each  Support damage they receive at the end of each 
-Round. If you have a MedKit, subtract 1 from the +Round. If you have a [[..:equipment:MedKit]], subtract 1 from the 
 difficulty of this check. difficulty of this check.
  
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 Hit Points by more than 6 may be healed for one die  Hit Points by more than 6 may be healed for one die 
 of damage with a Science check vs 11 by a character  of damage with a Science check vs 11 by a character 
-with a MedKit (page 94)+with a [[..:equipment:MedKit]] (page 94)
  
-The Sick Bay (page 141) is also useful in healing.+The [[..:modules:Sick Bay]] (page 141) is also useful in healing.
  
 ===== Targeting Modules ===== ===== Targeting Modules =====
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 ===== Repair Equipment ===== ===== Repair Equipment =====
- 
- 
 //(Science vs. 11)// //(Science vs. 11)//
  
 A broken piece of personal equipment can be repaired  A broken piece of personal equipment can be repaired 
-with a Science skill check action vs. 11. A WristComp +with a Science skill check action vs. 11. A [[..:equipment:WristComp]] 
 reduces the difficulty by 1 for this skill check. Doubly  reduces the difficulty by 1 for this skill check. Doubly 
 broken personal equipment is destroyed. There are no  broken personal equipment is destroyed. There are no 
 consequences to a failed repair check. consequences to a failed repair check.
 +| << [[Character Movement]] << ^ [[Table of Contents]] | >> [[Profession]] >> |
 {{tag>official rules characters damage}} {{tag>official rules characters damage}}
content/official/rules/personal_damage.1501135118.txt.gz · Last modified: 2017/07/26 22:58 by curufea